Download Paper Mario The Thousand Year Door For Pc
Speed run of Paper Mario: The Thousand-Year Door in 16 segments completed on June 24 2005. Available in 3 versions: low quality, normal quality, and 60fps high quality. Quality note: Parts 10 and 12 have some ~30 second portions of bad quality due to damaged source tape. Author's comments: Hey. This is my first speed run, and I decided to do it on Paper Mario: The Thousand-Year Door. I'm probably crazy for picking such a long game as my first game to speed run; however, I really like this game, and I wanted to run it. When I decided to speed run this game, I thought, 'All right, I'll try to beat it in five hours or less.'
I was really off on my estimate. Eventually, after playing through this game several times, I found I couldn't get it under seven hours. I was depressed; however, there was a lot of interest for this game, so I decided to run it anyway. Most people consider this a short RPG. So, some people may wonder why it took more than seven hours to complete this game?
There's a ton of dialogue in the game: I estimate about a third of the game is made of dialogue. Plus, there are a lot of repetitive tasks; for example, you have to run back and forth between areas several times. During the run, I increase my FP three times, and put the rest of my stat increases in BP.
PAPER MARIO THE THOUSAND YEAR DOOR GAMECUBE ISO is a role playing video game made by Intelligent Systems and expose.
I need to lower my HP to 5 to run a Danger Mario strategy, so I'm at base HP throughout most of the game. Usually, this isn't a problem, as I don't take a lot of hits. I'll try to list comments for each of the sections. Prologue: -When I made this run, I believed that jumping was a little faster than normal running. So, until I get Yoshi, I jump everywhere. However, when I timed running vs. Jumping after the run, they were about the same time.
So, I encourage future runners of this game to run so that viewers won't be annoyed by the noises Mario makes while he's jumping.;) -I try to use Stylish moves whenever possible, so that the video will be more appealing. -You'll notice that I go through the first part of Mario and Toadsworth's conversation slowly. If you finish the conversation before the scene in the background with the Piantas and the Robbos end, you'll have to wait until the background scene ends before Toadsworth talks again. I figure it's faster to get through the conversation slowly until the background scene ends. -I spend all of my money on Fright Masks at the Item Shop. Radix indirectly gave me the idea of using Fright Masks in his commentary on his Pit of 100 Trials run on archive.org; he said he used Fright Masks on random enemies to stay at a low level.
I tried this for myself, and found that Fright Masks worked on almost every random enemy I encountered. I rely on Fright Masks for most of the Glitz Pit. Chapter 1: -After hitting the switch in the background, I stay on the pipe for a couple of seconds longer than I should have; I was distracted due to problems with the TV (don't worry, it doesn't affect the quality of the run). -I shouldn't have used the Fire Flower on the first set of Fuzzies; I should have used Fright Mask instead. However, this does help me level up quicker. -I grab a Life Shroom off a ledge in Hooktail's Castle with Koops's shell; in my opinion, it's a pretty cool trick.
Unfortunately, I don't have the Life Shroom when I need it. Intermission: -I upgrade Goombella here; she and Yoshi are the only characters that I upgrade during the run. Chapter 2: -I was a little worried about the fight against the Shadow Sirens. I devised a plan to take out the Sirens in two turns; I get them to 7-8 HP during the first turn, then use Earth Tremor for 5-6 damage. If Earth Tremor does 5 damage, I use Fire Flower to finish them; if Earth Tremor does 6 damage, I use Koops's Power Shell to finish them. Since I used up my Fire Flower against the Fuzzies, I had to max out Earth Tremor to take out the Sirens in two turns.
Fortunately, I max out Earth Tremor. -I discovered a glitch with the Punies that I dubbed the 'Puni Glitch'; however, I don't exploit it during this run. After the Punies from the blue cage join your party and you go to the level below the cages, you can jump off the ledge and into the pipe below quickly so that the number of Punies in the Puni counter doesn't change. After you emerge from the pipe, the number of Punies on the timer will follow you out of the pipe, even though the Punies didn't jump off the ledge. I didn't use this glitch in this run since I wasn't sure if I could pull it off consistently; I had only pulled it off once before the run. After trying the glitch after the run, I found that it wasn't hard to pull off; I wish I could've done it, as it would have saved about 30 seconds. Chapter 3: -This is the section of the run that I think people will be the most interested in.
Normally, this is my favorite chapter; however, it's my least favorite chapter during a speed run. First, you have to face almost every enemy in this chapter - you have to face all of the enemies in the tournament (plus, you have to face the Armored Harriers twice, since you can't defeat them the first time you fight them), then you have to face Macho Grubba, for a total of 23 battles.
Plus, I lose against Hamma, Blamma, and Flare the first time I fight them due to some poor guarding, so I have to face 24 battles. Secondly, the conditions are set at random, so they can screw up your progress.
For example, during practice runs, I had to get damaged by Craw-Daddy five times! For most of the battles, I use Fright Masks, as they work on every enemy except the Armored Harriers, Craw-Daddy, Rawk Hawk, and Macho Grubba.
I fight enemies that I can defeat in one turn normally to gain experience. -When I have to perform a special move against the Tiny Spinies, I mess up on Earth Tremor intentionally to save time. -Yes, I die against Hamma, Blamma, and Flare. I have to appeal three times, and I fail to have Mario guard a couple of times. Unfortunately, Mario only has 10 HP, so he dies quickly.:( I shouldn't have stored my Life Shroom. Fortunately, I defeat Hamma, Blamma, and Flare the next time I fight them. -The fight against Macho Grubba is the most stressing fight in the run.
If I don't paralyze him with Clock Out, then he can increase his Defense or make himself dodgy to prolong the battle, or he can increase his Attack to do massive damage to Mario or his partner. After Macho Grubba activated his ability to attack twice per turn, I used Clock Out on him, hoping that it would work; unfortunately, it failed. Fortunately, Grubba increased his Attack and attacked Goombella, so Mario wasn't in danger of dying. I used Clock Out again later in the battle; fortunately, it worked, and the battle was easy from there. Intermission: -I upgrade Yoshi; I need him to perform five attacks later in the game. Chapter 4: -Before I leave for Twilight Town, I give Ratooey 200 coins so I can get 600 coins to pay for Power Rush badges later in the run. I had to restart my segment of Chapter 4 since I forgot to give Ratooey the coins the first time.:( -This chapter is pretty straightforward; unfortunately, you have to do a lot of repetitive tasks (such as running back and forth between Twilight Town and Creepy Steeple).
-Feel free to laugh as I misspell Doopliss's name several times; fortunately, I input the correct name. Intermission: -If you talk to Frankly before you talk to Bobbery, you only have to talk to Bobbery once before getting the letter from Podley. I forgot about this, and lost a few seconds here. Chapter 5: -Honestly, I thought this was my sloppiest chapter. Alphasmart Dana Downloads.
It embarrasses me to see some of my mistakes.: ( -I get the Courage Shell so I can sell it, as I didn't think I would have enough money to pay to heal. Ea Sports Active More Workouts Isopure on this page. As it turned out, I didn't need the Courage Shell after all. -In Keehaul Key, I mess up the jump from the ship to the pipe twice; I thought it was pretty sloppy. -I thought my fights against Cortez and Crump went well. Chapter 6: -I buy a lot of Boo's Sheets here, as I'll need them for later in the run. -If you ride on Yoshi through the Smorgs, your movement won't be hindered by the Smorgs. I found this out during this run.
-At Poshley Sanctum, I make my way to the top of the sanctum, feeling confident; then I fall off the top airplane panel to the bottom level.:( I lose about 30 seconds here. Intermission: -Here, I use the 'Danger Mario' set-up. First, I lower Mario's HP to 5 with Chet Rippo, so that Mario's in Danger all of the time.
Then, I buy seven Power Rush from the Pianta Parlor and one Power Rush from the Howz of Badges, and equip all eight Power Rush badges to Mario. Since he's always in Danger, the Power Rush badges are always active, increasing his Attack by 16! This allows me to kill almost any enemy in one hit with five Power Bounces. If I don't win a battle in one turn, I use Boo's Sheets to hide Mario; if he's hit, he's probably going to die. I could super guard the attacks, but using Boo's Sheets to protect Mario is a safer method. Chapter 7: -I HATE GENERAL WHITE.
-It's pretty cool killing Magnus 2.0 with one Power Bounce.: ) Chapter 8-Ending: -Again, this is a pretty straightforward chapter. Nothing really worth noting.
I hope you enjoy the run!:) Credits Captured.
North American box art Director(s) Ryota Kawade Ryouichi Kitanishi Chie Kawabe Hironobu Suzuki Misao Fukuda Yoshito Hirano Saki Haruyama Series Release •: July 22, 2004 •: October 11, 2004 •: November 12, 2004 •: November 18, 2004 Mode(s) Paper Mario: The Thousand-Year Door is a developed by and published by for the. The Thousand-Year Door is the second game. The Thousand-Year Door borrows many gameplay elements from its predecessor, such as a paper-themed universe and a turn-based battle system with an emphasis on action. For the majority of the game the player controls, although and are playable at certain points. The plot follows Mario's quest as he tries to retrieve the seven Crystal Stars and rescue Peach from the X-Nauts. The game was well received by critics, attaining an average score of 88 percent from.
Critics generally praised the game's engaging plot and gameplay, but criticised it for not being a big progression from its predecessor. The Thousand-Year Door won the 'Role Playing Game of the Year' award at the 2005. Mario folds up into a paper airplane thanks to his paper like curse to glide across a large gap. The Thousand-Year Door has a unique visual style. The graphics consist of a mixture of environments and characters which look as if they are made of.
At different points in the game, Mario is 'cursed' with abilities that enable special moves in the overworld, all of which are based on the paper theme. Mario can fold into a boat or a paper airplane by standing on a special activation panel, and roll up into a scroll of paper or become paper-thin. The game's environments also follow this theme; for example, illusory objects that conceal secret items or switches can be blown away by a gust of wind due to the environment's paper-like qualities. In certain parts of the game, the player controls Bowser in multiple side-scrolling levels based on the original.
Additionally, the player controls Peach in the X-Naut Fortress at the completion of most game chapters. Battles in The Thousand-Year Door borrow elements from and the first original game. The turn-based system, in which players select an attack, defense, or item from a menu, is augmented by timed button presses that can result in substantial attack or defence bonuses when performed correctly.
A similar 'action command' was also used in all released. In The Thousand-Year Door, each of Mario's party members now have their own heart points (HP) and may receive any attack that Mario can receive.
When a partner's heart points are reduced to 0, the partner becomes inactive for the rest of that battle and later battles until recovery. If Mario's Heart Points are reduced to 0, however, the game ends. Flower Points—which are required for special moves—are shared among Mario and his party members.
Defeating enemies awards various numbers of Star Points to Mario; for every 100 Star Points, Mario is able to. Mario can choose to upgrade his heart points (HP), flower points (FP), or his badge points (BP).
The battles take place on a stage in front of an audience; if the player performs well in a battle, the audience can assist Mario by replenishing star power, throwing helpful items on-stage, or inflicting damage on the opponent. Conversely, the audience may throw damage-causing items at the player or leave if the player performs poorly in a battle. For every 10 levels, the stage will increase by fifty audience members for a total of 200 after level 30. Outside of battle, the game contains some strong role-playing video game traditions.
For example, Mario's strength is determined by multiple statistical fields and status-boosting items that can be used in and outside of combat. The effects of these items range from healing Mario or his partner to damaging the opponent. Mario can also purchase badges from or occasionally obtain them from defeated enemies; when equipped, these badges can permanently enhance a particular skill or aspect, or, in some cases, give Mario new moves, including Power Jump and Quake Hammer. Throughout the game, Mario is permanently assisted by a party member. Each party member has a specialised skill, some of which are required to solve puzzles to advance progression in the game.
More party members are gained as the player advances through the game. Plot [ ] The Thousand-Year Door is set in the town of Rogueport, in the. The majority of locations are not featured in previous Mario games. Most locations consist of a set theme; Glitzville, for example, is a floating city centered around a fighting known as the Glitz Pit. The enemies and town inhabitants in the game range from, like, to characters exclusive to the game, such as the X-Nauts. For many stages in the game, the story is presented in the context of a, and is divided into eight chapters (nine counting the prologue). Characters [ ] The Thousand-Year Door contains several characters, the majority of whom are not playable.
Progression in the game is sometimes dependent on interaction with, although many are used in the game's various subquests. In particular, the Goomba Professor Frankly, who knows the most about the mysteries relating to Rogueport, must be visited every time Mario retrieves a Crystal Star. The game continues the tradition of, in which Mario can be accompanied by one assistant character at a set time. There are seven party members in total: Goombella the, Koops the, Madame Flurrie the wind spirit, a (named by the player), Vivian the Shadow Siren, Admiral Bobbery the, and Ms. Mowz, who is available as an optional character. Mario is the main character of The Thousand-Year Door, although the game will frequently cut to Princess Peach in the X-Naut Fortress. Much time is spent on her interaction with the computer TEC, which has suffered from a glitch and has fallen in love with Peach, much to her surprise.
The main antagonist of the Mario series,, tries to collect the Crystal Stars before Mario does instead of directly opposing Mario, though his attempts mostly become comedic relief. 's role in the game consists of recounting his slapstick adventures in the Waffle Kingdom, and appears with party members of his own, many of whom do not like Luigi at all for unrelated reasons, juxtaposing the universal respect Mario's partners have for Mario.
Ironically, Luigi winds up having his adventures actually printed and published. The books becoming best selling novels, though the stories told in the novels greatly exaggerate Luigi's heroics, compared to stories directly told Luigi's disgruntled partners or even Luigi himself. Mario and Goombella battle Hooktail, the game's first major boss The game opens with an introduction about a seaside town which was damaged by a cataclysm and consequently sunk into the depths of the earth. A town named Rogueport was later built at this site, with the fortunes of the lost kingdom fabled to exist behind the eponymous Thousand-Year Door, located in the ruins of the old town. Becomes involved when contacts him about a treasure map that she bought in Rogueport, but becomes part of a larger adventure after learning that Peach has gone missing. With the help of Goombella and Professor Frankly, Mario learns that the map can potentially reveal the location of the 7 legendary Crystal Stars, which are required to unlock the Thousand-Year Door. Under the assumption that Peach herself is trying to find the Crystal Stars, he uses the map in an attempt to locate her.
In actuality, Peach has been kidnapped by the of X-Nauts (pronounced 'Cross-Nauts' rather than 'Ex-Nauts' according to Goombella's tattle on the X-Yux), a group led by Sir Grodus that are also searching for the Crystal Stars. While held captive, Peach uses via the main base's computer, TEC, to inform Mario about the quest and consequently help him to attain all 7 Crystal Stars and locate the treasure. However, the 'treasure' is actually the Shadow Queen, a responsible for the ancient cataclysm that destroyed the original town 1,000 years ago. The X-Nauts had kept Peach so that her body could be possessed by the Shadow Queen in a bid to recover her full power. This happens, but the arcane power of the Crystal Stars is then used to separate Peach from her possessor briefly to give Mario and friends the strength needed to fight the Shadow Queen. The game ends when Mario defeats the Shadow Queen and frees and returns home with Peach.
Development and release [ ] revealed The Thousand-Year Door at the of 2003. Before its release, the game was confirmed to be a direct sequel to the game Paper Mario and was known tentatively as Mario Story 2 in Japan and Paper Mario 2 in North America. A preview of the game was available at; it included Hooktail Castle and a Bowser bonus level as playable stages. The game was released on October 11, 2004, in North America. In 2008, filed a lawsuit against Nintendo alleging that they illegally used the song 'You're So Cool' from the film in an advertisement for the game. Morgan Creek dropped the case six days later, after Nintendo revealed that the advertising agency, Leo Burnett USA, Inc., had licensing for the song. Reception [ ] Reception Aggregate scores Aggregator Score 88.05% (68 reviews) 87/100 (55 reviews) Review scores Publication Score 9/10 9/10 6.75/10 9.2/10 9.1/10 4.6/5 The Thousand-Year Door received critical acclaim.
They particularly praised the plot; 's stated that 'each [chapter] provides a thrill of discovery.' Similarly, Eurogamer welcomed the whimsical storyline in comparison to traditional role-playing games, commenting that '[it is] something closer to than, which is very much a compliment.' The game's characters were also well received, with reviewers complimenting the use of NPCs and text. Despite this, some commentators complained that the story developed slowly in the game's beginning stages. Eurogamer rated the high level of text as 'the only major stumbling block' of the game.
One of The Thousand-Year Door's main features, the use of a paper-based gameplay mechanic, was welcomed by reviewers. When referring to the paper theme, 1UP commented that 'It's a cohesive, clever approach that turns the game's visual style into more than just a look.' Critics also commented extensively on the game's battle system, which deviated from traditional RPGs.
Praised the use of timing in the battle system, stating that 'these twitch elements were designed to be fun and engaging, and they succeed wonderfully at this.' Reviewers also praised the concept of having an audience to reward or berate Mario during battle. The game's visuals received a mixed response from critics. GameSpot enjoyed the game's presentation, writing that 'it exhibits a level of visual artistry and technical prowess matched or exceeded by few other GameCube games.'
Conversely, other reviewers complained that the graphics were not much of a visual upgrade from its predecessor, Paper Mario. For the game's use of audio, IGN declared it 'game music at its purest', but proceeded to question the absence of in the text based game.
RPGamer commented that the music 'for the most part is done very well', but that the perceived repetitive battle music was 'one of the biggest flaws' of the game. The game won 'Role Playing Game of the Year' at the 2005.
The game was ranked 56th in 's '100 Greatest Nintendo Games' feature. In its first week of release in Japan, The Thousand-Year Door was the best-selling game, selling about 159,000 units. It proceeded to sell 409,000 units in the country and 1.23 million copies in North America. The game has since been included in the line. Sequel [ ] A sequel to the game,, was developed by and released for the in 2007.
It has a stronger emphasis on platforming than its predecessor. Super Paper Mario 's plot is unrelated to the story of The Thousand-Year Door, but it contains many referencing characters from the previous two games. Retrieved 2009-08-09. • ^ Kasavin, Greg (2004-11-12)... Retrieved 2008-02-17.
• ^ Schneider, Peer (2004-10-11)... Retrieved 2008-02-17. Retrieved 2008-02-17. Retrieved 2008-09-16. • Cole, Michael (2004-10-24)... Retrieved 2008-02-18.
• ^ Clayman.. • ^ Clayman.. • ^ Paper Mario: The Thousand-Year Door instruction booklet. • ^ Clayman.. • ^ Clayman..
Archived from on 2008-02-27. Retrieved 2008-02-18. • ^ Iwasaki, Koji (2005-05-01).. Retrieved 2008-02-18. Retrieved 2008-02-17. Retrieved 2008-02-17.
Retrieved 2008-02-17. • Sinclair, Brendan (2008-06-26)... Archived from on 2012-07-02.
Retrieved 2008-06-28. Retrieved 2008-11-21. • ^ Bramwell, Tom (2004-11-12)... Retrieved 2008-02-17. • Mason, Lisa (2004-10-11)...
Retrieved 2009-05-03. • 'Now Playing'.. December 2004.
• ^ Whitehead, Anne Marie.. Retrieved 2008-02-18. • Parish, Jeremy (2004-10-11)... Archived from on 2010-01-05. Retrieved 2008-02-18.
• Lopez, Miguel (2004-10-07)... Retrieved 2008-02-18. Retrieved 2009-02-24. Retrieved 2008-02-18.
Japan Game Charts. Retrieved 2008-02-18. The Magic Box. Retrieved 2008-02-18. Archived from on January 17, 2007. Retrieved 2008-02-18. External links [ ].